cog/Frameworks/vgmstream/vgmstream/src/meta/csmp.c

54 lines
1.7 KiB
C

#include "meta.h"
#include "../coding/coding.h"
#include "../util/chunks.h"
/* CSMP - Retro Studios sample [Metroid Prime 3 (Wii)-sfx, Donkey Kong Country Returns (Wii)-sfx] */
VGMSTREAM* init_vgmstream_csmp(STREAMFILE* sf) {
VGMSTREAM* vgmstream = NULL;
off_t start_offset, first_offset = 0x08, chunk_offset;
int loop_flag, channels;
/* checks */
if (!is_id32be(0x00, sf, "CSMP"))
goto fail;
if (!check_extensions(sf, "csmp"))
goto fail;
if (read_u32be(0x04, sf) != 1) /* version? */
goto fail;
/* INFO > PAD > DATA */
if (!find_chunk(sf, get_id32be("DATA"),first_offset,0, &chunk_offset,NULL, 1, 0))
goto fail;
/* contains a not quite standard DSP header */
channels = 1; /* also at INFO + 0x00? (in practice uses dual stereo in separate files) */
loop_flag = read_s16be(chunk_offset+0x0c,sf); /* also at INFO + 0x01 */
start_offset = chunk_offset + 0x60;
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channels, loop_flag);
if (!vgmstream) goto fail;
vgmstream->meta_type = meta_CSMP;
vgmstream->sample_rate = read_s32be(chunk_offset+0x08,sf);
vgmstream->num_samples = read_s32be(chunk_offset+0x00,sf);
vgmstream->loop_start_sample = read_s32be(chunk_offset+0x10,sf); /* unlike regular DSP's nibbles */
vgmstream->loop_end_sample = read_s32be(chunk_offset+0x14,sf) + 1;
vgmstream->coding_type = coding_NGC_DSP;
vgmstream->layout_type = layout_none;
dsp_read_coefs_be(vgmstream, sf, chunk_offset+0x1c, 0x00);
dsp_read_hist_be(vgmstream, sf, chunk_offset+0x40, 0x00);
if (!vgmstream_open_stream(vgmstream, sf, start_offset))
goto fail;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}